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Showing papers by "Josh Andres published in 2018"


Proceedings ArticleDOI
21 Apr 2018
TL;DR: To guide designers interested in supporting players to experience their bodies as play, two phenomenological perspectives on the human body are presented and a suite of design tactics using the authors' own and other people's work are articulate.
Abstract: Games research in HCI is continually interested in the human body. However, recent work suggests that the field has only begun to understand how to design bodily games. We propose that the games research field is advancing from playing with digital content using a keyboard, to using bodies to play with digital content, towards a future where we experience our bodies as digital play. To guide designers interested in supporting players to experience their bodies as play, we present two phenomenological perspectives on the human body (Korper and Leib) and articulate a suite of design tactics using our own and other people's work. We hope with this paper, we are able to help designers embrace the point that we both "have" a body and "are" a body, thereby aiding the facilitation of the many benefits of engaging the human body through games and play, and ultimately contributing to a more humanized technological future.

86 citations


Proceedings ArticleDOI
23 Oct 2018
TL;DR: This work focuses on supporting exertion during the activity through sensing and actuation, facilitating the exerting body and the bike to act on and react to each other in what is called 'integrated exertion'.
Abstract: The intersection of the physically active human body and technology to support it is in the limelight in HCI. Prior work mostly supports exertion by offering sensed digital information about the exertion activity. We focus on supporting exertion during the activity through sensing and actuation, facilitating the exerting body and the bike to act on and react to each other in what we called 'integrated exertion'. We draw on our experiences of designing and studying "Ava, the eBike", an augmented eBike that draws from the exerting user's bodily posture to actuate. As a result, we offer four design themes for designers to analyze integrated exertion experiences: Interacting with Ava, Experiencing Ava, Reduced Body Control Over Ava and Ava's Technology. And also, seven practical tactics to support designers in exploring integrated exertion. Our work on integrated exertion contributes to engaging in new ways with the physically active human body.

33 citations


Journal ArticleDOI
TL;DR: The goal of the seminar was to discuss the future of this novel area of interaction design: what it means to design interactive technology when centering on the humanBody-Centric Computing: Results from a Weeklong Dagstuhl Seminar in a German Castle.
Abstract: wearables, quantified-self systems, and movement-based interactive systems (e.g., exertion games). These technologies bear a close relationship to the body: They may be worn (wearables), carried and kept close to the body (mobile technology), or involve body movements or physiological responses as their main interaction modality (e.g., exertion games, quantified-self systems). They stand in stark contrast to technologies and applications within the previously prevalent desktop computing paradigm, which involved interacting with computers in a way that required minimal bodily engagement and In late 2017, 23 researchers and academics from Europe, Australia, and the U.S. gathered for a week to discuss the future of body-centric computing. Dagstuhl, a nonprofit center for computer science research located in a rural area in Germany, hosted the seminar in a picturesque 18th-century castle. The goal of the seminar was to discuss the future of this novel area of interaction design: what it means to design interactive technology when centering on the human body. This area evolved in part with the emergence of movement-, physiological-, and bio-based sensors and actuators, after which followed I Insights → Embodied interaction design must encompass in-bodied design (knowing about how we work as complex systems under the skin) and circumbodied design (understanding how bodies are mediated both inside and outside via the microbiome) → We need to negotiate the balance between body-driven and technologydriven development. → As designers of artifacts for the body, we need to train our skills in designing with the body. Body-Centric Computing: Results from a Weeklong Dagstuhl Seminar in a German Castle Florian “Floyd” Mueller, RMIT University Josh Andres, RMIT University and IBM Research – Australia Joe Marshall, University of Nottingham Dag Svanæs, Norwegian University of Science and Technology m.c. schraefel, University of Southampton Kathrin Gerling, KU Leuven Jakob Tholander, Stockholm University Anna Lisa Martin-Niedecken, Zurich University of the Arts Elena Márquez Segura, University of California, Santa Cruz Elise van den Hoven, University of Technology, Sydney Nicholas Graham, Queen’s University Kristina Höök, KTH Royal Institute of Technology Corina Sas, Lancaster University

22 citations


Proceedings ArticleDOI
20 Apr 2018
TL;DR: Developing both introductory knowledge and design practice of how in-bodied and circumbodied systems work with the authors' understanding of the em-bodied self, and how this gnosis/praxis may lead to innovative new body-centric computing designs is the topic of this workshop.
Abstract: More HCI designs and devices are embracing what is being dubbed "body centric computing," where designs both deliberately engage the body as the locus of interest, whether to move the body into play or relaxation, or to track and monitor its performance, or to use it as a surface for interaction. Most HCI researchers are engaging in these designs, however, with little direct knowledge of how the body itself works either as a set of complex internal systems or as sets of internal and external systems that interact dynamically. The science of how our body interacts with the microbiome around us also increasingly demonstrates that our presumed boundaries between what is inside and outside us may be misleading if not considered harmful. Developing both (1) introductory knowledge and (2) design practice of how these in-bodied and circumbodied systems work with our understanding of the em-bodied self, and how this gnosis/praxis may lead to innovative new body-centric computing designs is the topic of this workshop.

10 citations